Good Games I Played in 2016

screen-shot-2016-10-17-at-3-45-46-pm

2016 was the first year ever that I’ve had a full-time job. I completely underestimated what sort of effect the rigidity of such employment would have on the activities that constitute a major part of my public identity even as they were not a major source of income for me; namely: both my academic and critical writing. I wrote less in part because I no longer needed the little bit of money it offered, but primarily because I simply didn’t have the time or energy to do so around my job. This extended to the games that I played. I haven’t played the new Kentucky Route Zero episode, nor have I played Virginia. I’ve only beaten one or two stages of Stephen’s Sausage Roll. I excitedly bought Diaries of a Spaceport Janitor the day it came out and have hardly had a chance to touch it since. After a day at work, I’m more likely to slouch in front of a console or flick my phone in front of a television show than I am to go sit at my desk and play small indie titles.

Suffice to say, my videogame playing this year was rarely up-to-date with the current big releases and in vogue conversations. I missed so many titles and caught up on so many others from previous years. So, like usual, this isn’t a list of ‘the best games of 2016’ because, even if I had been up-to-date on all the year’s releases, arbitrarily compartmentalising games into units of time like that seems weird and unnecessary to me. The true beauty of end-of-year lists is the reflections they afford. As such, this is a list of the best games I played in 2016, regardless of their release date.

The bright side of me not doing much writing this year is that I’ve not had much chance to actually express my thoughts on a lot of these titles before now, so I’m excited to finally do so.

This list is presented alphabetically.  Continue reading

Advertisements

Notes on No Man’s Sky

No Man's Sky_20160813174845.jpg

1. No Man’s Sky is a small videogame made by a tiny, indie studio that, like most small indie videogames, is clearly trying to achieve a very specific experience for a very specific audience. No Man’s Sky is a massive, triple-a videogame being released by Sony on a disc for a full sixty bucks that, like all triple-a games, has to please everyone who plays triple-a videogames. Both these statements are true, which, if nothing else, mostly highlights how categories like ‘indie’ are constructed more from a perceived sense of performed ‘indie-ness’ rather than any quantifiable factors. How you perceive No Man’s Sky is intricately tied up in whether you think it succeeds at being that particular thing for a particular audience, or whether you think it fails to be the next big triple-a open-world game for all gamers that it was set up to be (in part by marketing and in part by those gamers).  Continue reading